unity_navmesh_bake
Bake the NavMesh for AI navigation. Optionally configure agent radius, height, slope, and climb.
This record as markdown: /tools/anklebreaker-studio-unity-mcp-server/unity-navmesh-bake.md
What unity_navmesh_bake does on Unity MCP Server
AI agents invoke unity_navmesh_bake to trigger actions in Unity MCP Server. What it does depends on the arguments the agent supplies, and its effects often reach beyond the immediate call: builds kicked off, notifications sent, workflows started.
Why unity_navmesh_bake is rated High
Baking a NavMesh is an Execute-category action: it runs a potentially long computation in the Unity Editor and writes/overwrites the navigation mesh asset embedded in the scene. While it modifies data (Write), the 'bake' operation is an active computation trigger with side effects beyond simple data writes, and the result overwrites existing NavMesh data — making Execute the most accurate category.
From the tool's definition 'Bake the NavMesh for AI navigation' — baking is a computational process that triggers an external operation in the Unity Editor, modifying navigation mesh data baked into the scene/project assets.
Attacks that exploit this kind of access
The rule that runs unity_navmesh_bake safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Unity MCP Server, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For unity_navmesh_bake, this is the rule to start with:
unity_navmesh_bake stays usable, but rate-capped: a runaway agent can't fire it dozens of times a minute. Everything else on the server is denied unless you say otherwise.
The button opens the PolicyLayer dashboard: create your workspace, connect Unity MCP Server, apply this rule, and every unity_navmesh_bake call is checked against it from then on.
Questions about unity_navmesh_bake
Bake the NavMesh for AI navigation. Optionally configure agent radius, height, slope, and climb. It is categorised as a Execute tool in the Unity MCP Server MCP Server, which means it can trigger actions or run processes. Use rate limits and argument validation.
Register the Unity MCP Server MCP server in PolicyLayer and add a rule for unity_navmesh_bake: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches Unity MCP Server. Nothing to install.
unity_navmesh_bake is a Execute tool with high risk. Execute tools should be rate-limited and have argument validation enabled.
Yes. Add a rate_limit block to the unity_navmesh_bake rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.
Set action: deny in the PolicyLayer policy for unity_navmesh_bake. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.
unity_navmesh_bake is provided by the Unity MCP Server MCP server (anklebreaker-studio/unity-mcp-server). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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